本文整理汇总了C#中Spine.Bone.worldToLocal方法的典型用法代码示例。如果您正苦于以下问题:C# Bone.worldToLocal方法的具体用法?C# Bone.worldToLocal怎么用?C# Bone.worldToLocal使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Spine.Bone
的用法示例。
在下文中一共展示了Bone.worldToLocal方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: apply
/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
/// possible. The target is specified in the world coordinate system.</summary>
/// <param name="child">Any descendant bone of the parent.</param>
public static void apply(Bone parent, Bone child, float targetX, float targetY, int bendDirection, float alpha)
{
float childRotation = child.rotation, parentRotation = parent.rotation;
if (alpha == 0) {
child.rotationIK = childRotation;
parent.rotationIK = parentRotation;
return;
}
float positionX, positionY;
Bone parentParent = parent.parent;
if (parentParent != null) {
parentParent.worldToLocal(targetX, targetY, out positionX, out positionY);
targetX = (positionX - parent.x) * parentParent.worldScaleX;
targetY = (positionY - parent.y) * parentParent.worldScaleY;
} else {
targetX -= parent.x;
targetY -= parent.y;
}
if (child.parent == parent) {
positionX = child.x;
positionY = child.y;
} else {
child.parent.localToWorld(child.x, child.y, out positionX, out positionY);
parent.worldToLocal(positionX, positionY, out positionX, out positionY);
}
float childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY;
float offset = (float)Math.Atan2(childY, childX);
float len1 = (float)Math.Sqrt(childX * childX + childY * childY), len2 = child.data.length * child.worldScaleX;
// Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/
float cosDenom = 2 * len1 * len2;
if (cosDenom < 0.0001f) {
child.rotationIK = childRotation + ((float)Math.Atan2(targetY, targetX) * radDeg - parentRotation - childRotation)
* alpha;
return;
}
float cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
if (cos < -1)
cos = -1;
else if (cos > 1)
cos = 1;
float childAngle = (float)Math.Acos(cos) * bendDirection;
float adjacent = len1 + len2 * cos, opposite = len2 * (float)Math.Sin(childAngle);
float parentAngle = (float)Math.Atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
float rotation = (parentAngle - offset) * radDeg - parentRotation;
if (rotation > 180)
rotation -= 360;
else if (rotation < -180) //
rotation += 360;
parent.rotationIK = parentRotation + rotation * alpha;
rotation = (childAngle + offset) * radDeg - childRotation;
if (rotation > 180)
rotation -= 360;
else if (rotation < -180) //
rotation += 360;
child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha;
}